Difference between revisions of "Gametype Scripting"

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(Add Cvar, fix some Vec3 stuff)
(Teams)
 
(28 intermediate revisions by the same user not shown)
Line 1: Line 1:
Page in progress.
+
Eternally incorrect and incomplete. Please refer to the [https://github.com/TeamForbiddenLLC/warfork-qfusion warfork source] whenever possible.
  
=Types=
+
== Utility Types ==
==Vec3==
+
=== Vec3 ===
 +
==== Constructors ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 13: Line 14:
 
| Vec3(float x, float y, float z) || Initializes x,y,z with the given values for each.
 
| Vec3(float x, float y, float z) || Initializes x,y,z with the given values for each.
 
|-
 
|-
| Vec3(Vec3 &in) || Copy constructor. Initializes x,y,z to the values on the supplied Vec3.
+
| Vec3(Vec3) || Copy constructor. Initializes x,y,z to the values on the supplied Vec3.
 
|}
 
|}
 +
==== Properties ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 25: Line 27:
 
| float z || The z component of the vector. || RW
 
| float z || The z component of the vector. || RW
 
|}
 
|}
 +
==== Methods ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 35: Line 38:
 
| float normalize() || Normalizes the vector and returns the magnitude pre-normalization.
 
| float normalize() || Normalizes the vector and returns the magnitude pre-normalization.
 
|-
 
|-
| float distance(Vec3 &other) || Returns the distance between the tips of this vector and the supplied vector.
+
| float distance(Vec3) || Returns the distance between the tips of this vector and the supplied vector.
 
|-
 
|-
| void angleVectors(Vec3 &f, Vec3 &r, Vec3 &u) || Sets the provided vectors as rotations about the forward, right, and up axes (?)
+
| void angleVectors(Vec3 forward, Vec3 right, Vec3 up) || Sets the provided vectors as rotations about the forward, right, and up axes (?)
 
|-
 
|-
 
| Vec3 toAngles() || Returns a vector representing the current vector as a rotation.
 
| Vec3 toAngles() || Returns a vector representing the current vector as a rotation.
Line 43: Line 46:
 
| Vec3 perpendicular() || Returns the vector perpendicular to this vector.
 
| Vec3 perpendicular() || Returns the vector perpendicular to this vector.
 
|-
 
|-
| void makeNormalVectors(Vec3 &r, Vec3 &u) || Returns the normal and binormal vector of the current vector (assumed to be the tangent/forward).
+
| void makeNormalVectors(Vec3 right, Vec3 up) || Returns the normal and binormal vector of the current vector (assumed to be the tangent/forward).
 
|}
 
|}
The mathematical operators are overloaded for vectors and perform the equivalent vector operation.
+
==== Operators ====
==Cvar==
+
{| class="wikitable"
 +
|-
 +
! Operator !! Description
 +
|-
 +
| + Vec3 || Vector addition
 +
|-
 +
| - Vec3 || Vector subtraction
 +
|-
 +
| * Vec3 || [https://en.wikipedia.org/wiki/Dot_product Dot product]
 +
|-
 +
| ^ Vec3 || [https://en.wikipedia.org/wiki/Cross_product Cross product]
 +
|-
 +
| * int || Scalar multiplication
 +
|-
 +
| * float || Scalar multiplication
 +
|}
 +
oh yeah and the assign versions work too
 +
=== String ===
 +
=== Array ===
 +
=== Dictionary ===
 +
=== Time ===
 +
== Game Types ==
 +
=== Trace ===
 +
=== Match ===
 +
=== Gametype ===
 +
=== Team ===
 +
==== Constructors ====
 +
Not constructable.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Property !! Description !! R/W
 +
|-
 +
| Stats stats || Cumulative team stats || RW
 +
|-
 +
| int numPlayers || The number of players on the team (wow) || R
 +
|-
 +
| int ping || Average ping || R
 +
|-
 +
| bool hasCoach || Is any player on the team a coach || R
 +
|-
 +
| String@ name || The display name of the team || RW
 +
|-
 +
| String@ defaultName || The default name (SPECTATOR, PLAYERS, FORBIDDEN, ICY) || R
 +
|}
 +
==== Methods ====
 +
{| class="wikitable"
 +
|-
 +
! Method !! Description
 +
|-
 +
| Entity@ ent(int n) || Returns the entity of the n-th player on the team
 +
|-
 +
| bool isLocked() || Returns the locked state of the team, which controls whether players can join
 +
|-
 +
| bool lock() || Locks the team, preventing players from joining. Returns true if the team was previously unlocked
 +
|-
 +
| bool unlock() || Unlocks the team, allowing players to join. Returns true if the team was previously locked
 +
|-
 +
| void clearInvites() || ??????
 +
|-
 +
| int team() || Returns the enum value of the team, see below
 +
|}
 +
==== Enums ====
 +
===== Team Enum =====
 +
{| class="wikitable"
 +
|-
 +
! Enum Value !! Description
 +
|-
 +
| TEAM_SPECTATOR || Spectators team
 +
|-
 +
| TEAM_PLAYERS || Players team, used in non-team gametypes
 +
|-
 +
| TEAM_ALPHA || Forbidden
 +
|-
 +
| TEAM_BETA || Icy
 +
|}
 +
=== Stats ===
 +
==== Constructors ====
 +
Not constructable.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Property !! Description !! R/W
 +
|-
 +
| int score || The current score of this player/team || R
 +
|-
 +
| int deaths || The number of deaths, including deaths by suicide || R
 +
|-
 +
| int frags || The number of frags, including teamfrags || R
 +
|-
 +
| int suicides || The number of deaths by suicide || R
 +
|-
 +
| int teamFrags || The number of frags on teammates || R
 +
|-
 +
| int awards || The total number of awards recieved by this player/team || R
 +
|-
 +
| int totalDamageGiven || The total amount of damage given to others, including damage given to teammates || R
 +
|-
 +
| int totalDamageRecieved || The total amount of damage recieved from others, including damage recieved from teammates || R
 +
|-
 +
| int totalTeamDamageGiven || The total amount of damage given to teammates || R
 +
|-
 +
| int totalTeamDamageRecieved || The total amount of damage recieved from teammates || R
 +
|-
 +
| int healthTaken || The total amount of health recieved from pickups || R
 +
|-
 +
| int armorTaken || The total amount of armor recieved from pickups || R
 +
|-
 +
| int numrounds || The number of rounds played || R
 +
|-
 +
| int ga_taken || The number of green armor pickups || R
 +
|-
 +
| int ya_taken || The number of yellow armor pickups || R
 +
|-
 +
| int ra_taken || The number of red armor pickups || R
 +
|-
 +
| int mh_taken || The number of mega health pickups || R
 +
|-
 +
| int uh_taken || The number of ultra health pickups || R
 +
|-
 +
| int quad_taken || The number of quad damage pickups || R
 +
|-
 +
| int shells_taken || The number of warshell pickups || R
 +
|-
 +
| int regens_taken || The number of regen pickups || R
 +
|-
 +
| int bombs_planted || The number of bombs planted || R
 +
|-
 +
| int bombs_defused || The number of bombs defused || R
 +
|-
 +
| int flags_capped || The number of successful flag captures || R
 +
|-
 +
| int fairplay_count || The number of fair play awards || R
 +
|-
 +
| bool had_playtime || Did the player play during this round? || R
 +
|}
 +
==== Methods ====
 +
{| class="wikitable"
 +
|-
 +
! Method !! Description
 +
|-
 +
| void setScore(int newscore) || Sets the score on this Stats object to newscore
 +
|-
 +
| void addScore(int score) || Adds to the current score
 +
|-
 +
| void addRound() || Increments round counter
 +
|-
 +
| void clear() || Resets all stats
 +
|-
 +
| int accuracyShots(int ammo) || Returns the number of shots fired of a given ammo tag
 +
|-
 +
| int accuracyHits(int ammo) || Returns the number of shots hit with a given ammo
 +
|-
 +
| int accuracyHitsDirect(int ammo) || Returns the number of direct hits with a given ammo (no RL splash, etc.)
 +
|-
 +
| int accuracyHitsAir(int ammo) || Returns the number of shots hit on aerial targets with a given ammo
 +
|-
 +
| int accuracyDamage(int ammo) || Returns the amount of damage dealt with the given ammo
 +
|}
 +
=== Bot ===
 +
==== Constructors ====
 +
Not constructable.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Parameter !! Description !! R/W
 +
|-
 +
| float reactionTime || The reaction time associated with this bot's personality || R
 +
|-
 +
| float offensiveness || The offensiveness associated with this bot's personality|| R
 +
|-
 +
| float campiness || The campiness associated with this bot's personality || R
 +
|-
 +
| float firerate || The firerate associated with this bot's personality || R
 +
|}
 +
==== Methods ====
 +
{| class="wikitable"
 +
|-
 +
! Method !! Description
 +
|-
 +
| void clearGoalWeights() || ??????
 +
|-
 +
| void resetGoalWeights() || ??????
 +
|-
 +
| void setGoalWeight(int i, float weight) || ??????
 +
|-
 +
| float getItemWeight(Item @item) || Get the affinity the bot has for the given weapon
 +
|}
 +
=== Client ===
 +
==== Constructors ====
 +
Not constructable.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Property !! Description !! R/W
 +
|-
 +
| Stats stats || Stats object for this client || RW
 +
|-
 +
| bool connecting || Is this client connecting to the server? || R
 +
|-
 +
| bool multiview || ?????? || R
 +
|-
 +
| bool tv || Is viewing on tv || R
 +
|-
 +
| int team || Team number || RW
 +
|-
 +
| int hand || Client's hand in use || R
 +
|-
 +
| bool isOperator || Is client an oper || R
 +
|-
 +
| int queueTimeStamp || Timestamp (ms) of when the client joined challengers queue || R
 +
|-
 +
| int muted || & 1 = chat disabled, & 2 = vsay disabled || R
 +
|-
 +
| float armor || Client's armor amount || RW
 +
|-
 +
| bool chaseActive || Is Client spectating || R
 +
|-
 +
| int chaseTarget || Number of player entity that client is spectating || RW
 +
|-
 +
| bool chaseTeamonly || Is spectating locked to client's teammates || RW
 +
|-
 +
| int chaseFollowMode || 0 = freefly, 1 = ineyes (first person), 2 = thirdperson || RW
 +
|-
 +
| bool coach || Is client a coach (??) || R
 +
|-
 +
| int ping || Latency in ms || R
 +
|-
 +
| int16 weapon || Equipped weapon? || R
 +
|-
 +
| int16 pendingWeapon || Weapon to switch to after cooldown || R
 +
|-
 +
| bool takeStun || player is stunned, possibly unused|| RW
 +
|-
 +
| uint lastActivity || Timestamp (ms) of last interaction || R
 +
|-
 +
| uint uCmdTimeStamp || Timestamp (ms) of last command received from client || R
 +
|-
 +
| int playerNum || Internal ID (entity number - 1) || R
 +
|-
 +
| String@ name || Client's display name || R
 +
|-
 +
| String@ clanName || Client's clan name || R
 +
|-
 +
| uint pmoveFeatures || Bitmask describing player move features, see below || RW
 +
|-
 +
| float pmoveMaxSpeed || Client's walking speed || RW
 +
|-
 +
| float pmoveJumpSpeed || Client's jumping speed || RW
 +
|-
 +
| float pmoveDashSpeed || Client's dash speed || RW
 +
|-
 +
| uint pressedKeys || Bitmask describing currently pressed keys, format ??? || R
 +
|-
 +
| bool chaseActive || ?????? || RW
 +
|}
 +
==== Methods ====
 +
{| class="wikitable"
 +
|-
 +
! Method !! Description
 +
|-
 +
| bool isReady() || Returns the ready state of this client, as in F4
 +
|-
 +
| bool isBot() || Returns the human status of the client
 +
|-
 +
| Bot@ getBot() || If this client is a bot, returns the corresponding Bot object
 +
|-
 +
| int state() || Returns the client state, as a client state enum. See below
 +
|-
 +
| void respawn(bool ghost) || Respawn this client, optionally as a ghost 👻👻👻
 +
|-
 +
| void clearPlayerStateEvents() || ?????? todo wtf are player state events
 +
|-
 +
| String@ getMMLogin() || Returns the value of cl_mm_login for this client
 +
|-
 +
| Entity@ getEnt() || Returns the corresponding Entity object for this client
 +
|-
 +
| int inventoryCount(int tag) || Returns the amount of the given item (addressed by tag, see Item) in this client's inventory
 +
|-
 +
| void inventorySetCount(int tag, int count) || Sets the amount of the given item (addressed by tag) in this client's inventory
 +
|-
 +
| void inventoryGiveItem(int tag, int count) || Adds the amount of the given item (addressed by tag) in this client's inventory
 +
|-
 +
| void inventoryGiveItem(int tag) || Add default quantity of the given item (addressed by tag) to this client
 +
|-
 +
| void inventoryClear() || Delete all items from the client's inventory
 +
|-
 +
| bool canSelectWeapon(int tag) || Returns whether the given weapon (addressed by tag) may be switched to, as determined by ammo
 +
|-
 +
| void selectWeapon(int tag) || Make the client switch to the given weapon (addressed by tag)
 +
|-
 +
| void addAward(String award) || Adds the specified award and displays it
 +
|-
 +
| void addMetaAward(String award) || Evil hacker awards, not displayed, only sent to matchmaker
 +
|-
 +
| void execGameCommand(String command) || Sends the given server command to this client
 +
|-
 +
| void setHUDStat(int stat, int value)|| ;-;
 +
|-
 +
| int getHUDStat(int stat) || ;-;
 +
|-
 +
| String@ getUserInfoKey(String) || Returns the value associated with the given key in userinfo
 +
|-
 +
| void printMessage(String) || Sends the user a chat message with the given text
 +
|-
 +
| void chaseCam(String@ name, bool teamOnly) || Makes the client follow the teammate with the given name (or none at all to reset), and optionally locks spectating to teammates
 +
|-
 +
| void newRaceRun(int numSectors) || ?????? racemod stuff is hard :p
 +
|-
 +
| void setRaceTime(int sector, uint time) || ?????? racemod stuff is hard :p
 +
|-
 +
| void setHelpMessage(uint msg) || sets the specified mapmsg to display?
 +
|-
 +
| void setQuickMenuItems(String) || Set voice com quick commands
 +
|}
 +
==== Enums ====
 +
===== Client State =====
 +
should be called connection state LOL
 +
{| class="wikitable"
 +
|-
 +
! Enum Value !! Description
 +
|-
 +
| CS_FREE || This connection can be reused/is inactive
 +
|-
 +
| CS_ZOMBIE || The client associated with this connection recently disconnected, don't reuse yet
 +
|-
 +
| CS_CONNECTING || This client is waiting for configstrings
 +
|-
 +
| CS_CONNECTED|| A client object has been created, but is not in game yet
 +
|-
 +
| CS_SPAWNED || The client is in game
 +
|}
 +
=== Cvar ===
 +
==== Constructors ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Constructor !! Description
 
! Constructor !! Description
 
|-
 
|-
| Cvar(String &name, String &value, uint flags) || Creates the cvar "name" if it does not exist, with the given value and flags. If the cvar exists, the value is unused, and the supplied flags are set if they are not already set on the cvar.
+
| Cvar(String name, String value, uint flags) || Creates the cvar "name" if it does not exist, with the given value and flags. If the cvar exists, the value is unused, and the supplied flags are set if they are not already set on the cvar.
 
|-
 
|-
| Cvar(Cvar &other) || Copy constructor.
+
| Cvar(Cvar) || Copy constructor.
 
|}
 
|}
 +
==== Properties ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Property !! Description !! R/W
 
! Property !! Description !! R/W
 
|-
 
|-
| bool modified || Example || RW
+
| bool modified || Set each time the cvar is changed || RW
 
|-
 
|-
 
| bool boolean || The value of the cvar as a bool || R
 
| bool boolean || The value of the cvar as a bool || R
Line 75: Line 412:
 
| String@ latchedString || If the cvar has CVAR_LATCH or a variant, the value after a map/video restart || R
 
| String@ latchedString || If the cvar has CVAR_LATCH or a variant, the value after a map/video restart || R
 
|}
 
|}
 +
 +
==== Methods ====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Header text !! Header text
+
! Method !! Description
 
|-
 
|-
 
| void reset() || Resets the value of the cvar to its default value.
 
| void reset() || Resets the value of the cvar to its default value.
Line 89: Line 428:
 
| void set(double value) || Sets the value of the cvar to the supplied double. Note: cast to float internally
 
| void set(double value) || Sets the value of the cvar to the supplied double. Note: cast to float internally
 
|}
 
|}
 +
==== Enums ====
 +
===== Cvar flag =====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Enum Value !! Description
 
! Enum Value !! Description
 
|-
 
|-
| CVAR_ARCHIVE || Save to vars.rc
+
| CVAR_ARCHIVE || Saved to config
 
|-
 
|-
 
| CVAR_USERINFO || Added to userinfo when changed
 
| CVAR_USERINFO || Added to userinfo when changed
Line 105: Line 446:
 
| CVAR_LATCH_VIDEO || Save changes until a video restart
 
| CVAR_LATCH_VIDEO || Save changes until a video restart
 
|-
 
|-
| CVAR_LATCH_AUDIO || Save changes until a video restart (!?)
+
| CVAR_LATCH_AUDIO || Save changes until a sound restart
 
|-
 
|-
 
| CVAR_CHEAT || Reset to default unless cheats are enabled
 
| CVAR_CHEAT || Reset to default unless cheats are enabled
Line 112: Line 453:
 
|-
 
|-
 
| [Not present in angelscript] CVAR_DEVELOPER || only visible/changeable in dev builds
 
| [Not present in angelscript] CVAR_DEVELOPER || only visible/changeable in dev builds
 +
|}
 +
=== Entity ===
 +
==== Constructors ====
 +
Not constructable. New instances can be spawned, see@ G_SpawnEntity.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Property !! Description !! R/W
 +
|-
 +
| Client@ client || The associated client (nullable) || RW
 +
|-
 +
| Item@ item || ?????? (for bonus items) || RW
 +
|-
 +
| Entity@ groundEntity || ?????? || RW
 +
|-
 +
| Entity@ owner || ?????? || RW
 +
|-
 +
| Entity@ enemy || ?????? || RW
 +
|-
 +
| Entity@ activator || ?????? || RW
 +
|-
 +
| int type || Entity type enum (see below) || RW
 +
|-
 +
| int modelindex || ?????? || RW
 +
|-
 +
| int modelindex2 || ?????? || RW
 +
|-
 +
| int frame || Frame of animation OR ET_SPRITE radius, ...|| RW
 +
|-
 +
| int ownerNum || ?????? || RW
 +
|-
 +
| int counterNum || ?????? || RW
 +
|-
 +
| int skinNum || ?????? || RW
 +
|-
 +
| int colorRGBA || ?????? || RW
 +
|-
 +
| int weapon || ?????? || RW
 +
|-
 +
| bool teleported || ?????? || RW
 +
|-
 +
| uint effects || ?????? || RW
 +
|-
 +
| int sound || ?????? || RW
 +
|-
 +
| int team || ?????? || RW
 +
|-
 +
| int light || ?????? || RW
 +
|-
 +
| bool inuse || ?????? || R
 +
|-
 +
| uint svflags || ?????? || RW
 +
|-
 +
| int solid || ?????? || RW
 +
|-
 +
| int clipMask || ?????? || RW
 +
|-
 +
| int spawnFlags || ?????? || RW
 +
|-
 +
| int style || ?????? || RW
 +
|-
 +
| int moveType || ?????? || RW
 +
|-
 +
| uint nextThink || ?????? || RW
 +
|-
 +
| float health || ?????? || RW
 +
|-
 +
| int maxHealth || ?????? || RW
 +
|-
 +
| int viewHeight || ?????? || RW
 +
|-
 +
| int takeDamage || ?????? || RW
 +
|-
 +
| int damage || ?????? || RW
 +
|-
 +
| int projectileMaxDamage || ?????? || RW
 +
|-
 +
| int projectileMinDamage || ?????? || RW
 +
|-
 +
| int projectileMaxKnockback || ?????? || RW
 +
|-
 +
| int projectileMinKnockback || ?????? || RW
 +
|-
 +
| float projectileSplashRadius || ?????? || RW
 +
|-
 +
| int count || ?????? || RW
 +
|-
 +
| float wait || ?????? || RW
 +
|-
 +
| float delay || ?????? || RW
 +
|-
 +
| float random || ?????? || RW
 +
|-
 +
| int waterLevel || ?????? || RW
 +
|-
 +
| float attenuation || ?????? || RW
 +
|-
 +
| int mass || ?????? || RW
 +
|-
 +
| uint timeStamp || ?????? || RW
 +
|-
 +
| entThink@ think || Think callback || RW
 +
|-
 +
| entTouch@ touch || Touch callback || RW
 +
|-
 +
| entUse@ use || Use callback || RW
 +
|-
 +
| entPain@ pain || Pain callback || RW
 +
|-
 +
| entDie@ die || Die callback || RW
 +
|-
 +
| entStop@ stop || Stop callback || RW
 +
|-
 +
| Vec3 velocity || The velocity vector of the entity || RW
 +
|-
 +
| Vec3 avelocity || The angular velocity vector of the entity || RW
 +
|-
 +
| Vec3 origin || Position vector || RW
 +
|-
 +
| Vec3 origin2 || Position vector (but different than origin) || RW
 +
|-
 +
| Vec3 angles || The direction the entity is facing || RW
 +
|-
 +
| Vec3 movedir || Movement vector (separate from current velocity) || RW
 +
|-
 +
| int entNum || ?????? || R
 +
|-
 +
| int playerNum || ?????? || R
 +
|-
 +
| String@ model || ?????? || R
 +
|-
 +
| String@ model2 || ?????? || R
 +
|-
 +
| String@ classname || Name of the entity || RW
 +
|-
 +
| String@ targetname || ?????? || RW
 +
|-
 +
| String@ target || ?????? || RW
 +
|-
 +
| String@ map || ?????? || RW
 +
|-
 +
| int particlesSpeed || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| int particlesShaderIndex || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| int particlesSpread || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| int particlesSize || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| int particlesTime || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| int particlesFrequency || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| bool particlesSpherical || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| bool particlesBounce || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| bool particlesGravity || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| bool particlesExpandEffect || ?????? only used on ET_PARTICLES entities || RW
 +
|-
 +
| bool particlesShrinkEffect || ?????? only used on ET_PARTICLES entities || RW
 +
|}
 +
==== Methods ====
 +
==== Enums ====
 +
===== Entity Type =====
 +
{| class="wikitable"
 +
|-
 +
! Enum Value !! Description
 +
|-
 +
| ET_GENERIC || Generic entity?
 +
|-
 +
| ET_PLAYER || Player entity
 +
|-
 +
| ET_CORPSE || Corpse entity
 +
|-
 +
| ET_BEAM || Map beams
 +
|-
 +
| ET_PORTALSURFACE || Portal surface, used for misc_portal_surface
 +
|-
 +
| ET_PUSH_TRIGGER || Push trigger entity, another weird map thing
 +
|-
 +
| ET_GIB || Gib entity that leaves a trail
 +
|-
 +
| ET_BLASTER || Gunblade projectile?
 +
|-
 +
| ET_ELECTRO_WEAK || EB projectile
 +
|-
 +
| ET_ROCKET || Rocket projectile
 +
|-
 +
| ET_GRENADE || Grenade projectile
 +
|-
 +
| ET_PLASMA || Plasma gun projectile
 +
|-
 +
| ET_SPRITE || 2d Sprite entity
 +
|-
 +
| ET_ITEM || Item entity, like those created by SpawnItem
 +
|-
 +
| ET_LASERBEAM || Lasergun projectile?
 +
|-
 +
| ET_CURVELASERBEAM || Weak laser beam, unused
 +
|-
 +
| ET_FLAG_BASE || ??? used for the flag base in CTF
 +
|-
 +
| ET_MINIMAP_ICON || HUD Minimap
 +
|-
 +
| ET_DECAL || Decal sprites
 +
|-
 +
| ET_ITEM_TIMER || ??? (for specs only)
 +
|-
 +
| ET_PARTICLES || misc_particles
 +
|-
 +
| ET_SPAWN_INDICATOR || Shows spawn locations
 +
|-
 +
| ET_VIDEO_SPEAKER || misc_video_speaker
 +
|-
 +
| ET_RADAR || ET_SPRITE minus the depth test
 +
|-
 +
| ET_EVENT [96] || Used for effects, last 1 frame
 +
|-
 +
| ET_SOUNDEVENT [97] || Used for effects, last 1 frame
 +
|}
 +
==== Callbacks ====
 +
{| class="wikitable"
 +
|-
 +
! Callback signature !! Description
 +
|-
 +
| void entThink(Entity@ ent) || Think function. Called every frame(?)
 +
|-
 +
| void entTouch(Entity@ ent, Entity@ other, Vec3 planeNormal, int surfFlags) || Called when the entity touches another entity. planeNormal, surfFlags ???
 +
|-
 +
| void entUse(Entity@ ent, Entity@ other, Entity@ activator) || ??????
 +
|-
 +
| void entPain(Entity@ ent, Entity@ other, float kick, float damage) || Called when the entity is damaged by another entity. kick ?????
 +
|-
 +
| void entDie(Entity@ ent, Entity@ inflicter, Entity@ attacker) || Called on entity death. inflictor, attacker ??????
 +
|-
 +
| void entStop(Entity@ ent) || ??????
 +
|}
 +
=== Item ===
 +
Weapons & weapon, ammo, armor, health, powerup pickups
 +
==== Constructors ====
 +
Not constructable.
 +
==== Properties ====
 +
{| class="wikitable"
 +
|-
 +
! Property !! Description !! R/W
 +
|-
 +
| int tag || More specific type, see enums || R
 +
|-
 +
| uint type || Category, see relevant enum || R
 +
|-
 +
| int flags || Item flags, see relevant enum || R
 +
|-
 +
| int quantity || Pickup amount || R
 +
|-
 +
| int inventoryMax || Max amount that can be carried || R
 +
|-
 +
| int ammoTag || Ammo type, see relevant enum || R
 +
|-
 +
| int weakAmmoTag || Ammo type || R
 +
|-
 +
| String@ classname || Linked to map entity name? || R
 +
|-
 +
| String@ name || Printed on pickup || R
 +
|-
 +
| String@ shortName || Name used for printing in messages || R
 +
|-
 +
| String@ model || worldmodel || R
 +
|-
 +
| String@ model2 || worldmodel || R
 +
|-
 +
| String@ icon || Icon displayed in HUD? || R
 +
|-
 +
| String@ simpleIcon || Image used in simpleitems mode || R
 +
|-
 +
| String@ pickupSound || Sound played on pickup || R
 +
|-
 +
| String@ colorToken || Color used for printing in messages || R
 +
|}
 +
==== Methods ====
 +
{| class="wikitable"
 +
|-
 +
! Method !! Description
 +
|-
 +
| bool isPickable() || Returns the state of the pickable flag
 +
|-
 +
| bool isUsable() || Returns the state of the usable flag
 +
|-
 +
| bool isDropable() || Returns the state of the dropable flag
 +
|}
 +
==== Enums ====
 +
===== Weapon Tag =====
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| WEAP_NONE || No weapon
 +
|-
 +
| WEAP_GUNBLADE || The gunblade
 +
|-
 +
| WEAP_MACHINEGUN || The machinegun
 +
|-
 +
| WEAP_RIOTGUN || The riotgun
 +
|-
 +
| WEAP_GRENADELAUNCHER || The grenade launcher
 +
|-
 +
| WEAP_ROCKETLAUNCHER || The rocket launcher
 +
|-
 +
| WEAP_PLASMAGUN || The plasmagun
 +
|-
 +
| WEAP_LASERGUN || The lasergun
 +
|-
 +
| WEAP_ELECTROBOLT || The electrobolt
 +
|-
 +
| WEAP_INSTAGUN || The instagun
 +
|}
 +
===== Ammo Tag =====
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| AMMO_NONE || No ammo
 +
|-
 +
| AMMO_GUNBLADE [WEAP_TOTAL] || Gunblade ammo
 +
|-
 +
| AMMO_BULLETS || Machinegun ammo
 +
|-
 +
| AMMO_SHELLS || Riotgun ammo
 +
|-
 +
| AMMO_GRENADES || Grenade Launcher ammo
 +
|-
 +
| AMMO_ROCKETS || Rocket Launcher ammo
 +
|-
 +
| AMMO_PLASMA || Plasmagun ammo
 +
|-
 +
| AMMO_LASER || Lasergun ammo
 +
|-
 +
| AMMO_BOLTS || Electrobolt ammo
 +
|-
 +
| AMMO_INSTAS || Instagun ammo
 +
|-
 +
| AMMO_WEAK_GUNBLADE || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_BULLETS || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_SHELLS || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_GRENADES || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_ROCKETS || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_PLASMA || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_LASER || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_BOLTS || Unused in Warfork.
 +
|-
 +
| AMMO_WEAK_INSTAS || Unused in Warfork.
 +
|-
 +
|}
 +
===== Armor Tag =====
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| ARMOR_NONE [0] || No armor
 +
|-
 +
| ARMOR_GA [AMMO_TOTAL] || Green armor, +50 up to 100
 +
|-
 +
| ARMOR_YA || Yellow armor, +75 up to 125
 +
|-
 +
| ARMOR_RA || Red armor, +100 up to 150
 +
|-
 +
| ARMOR_SHARD || Armor shard, +5 up to 200
 +
|}
 +
===== Health Tag =====
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| HEALTH_NONE [0] || No health
 +
|-
 +
| HEALTH_SMALL [ARMOR_TOTAL] || Green health, 5HP pickup
 +
|-
 +
| HEALTH_MEDIUM || Yellow health, 25HP pickup
 +
|-
 +
| HEALTH_LARGE || Orange health, 50HP pickup
 +
|-
 +
| HEALTH_MEGA || Purple health, 100HP pickup, overheal
 +
|-
 +
| HEALTH_ULTRA || Blue health, 100HP pickup, overheal
 +
|}
 +
===== Powerup Tag =====
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| POWERUP_NONE [0] || No powerup
 +
|-
 +
| POWERUP_QUAD [HEALTH_TOTAL] || Quad damage powerup
 +
|-
 +
| POWERUP_SHELL || Warshell powerup
 +
|-
 +
| POWERUP_REGEN || Regen powerup
 +
|}
 +
===== Otheritems Tag =====
 +
starts at POWERUP_TOTAL
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| AMMO_PACK_WEAK || unused?
 +
|-
 +
| AMMO_PACK_STRONG || unused?
 +
|-
 +
| AMMO_PACK || Item is an ammo pack
 +
|}
 +
===== Item flags =====
 +
This type is not accessible in AngelScript, but the field it describes is. Compare using the enum ordinals provided below, or the Item methods.
 +
Bitmaskable
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| ITFLAG_PICKABLE [1] || Can be picked up
 +
|-
 +
| ITFLAG_USABLE [2] || Can be used
 +
|-
 +
| ITFLAG_DROPABLE [4] || Can be dropped
 +
|-
 +
| ITFLAG_STAY_COOP [8] || Unused
 +
|}
 +
===== Item type =====
 +
Bitmaskable
 +
{| class="wikitable"
 +
|-
 +
! Name !! Description
 +
|-
 +
| IT_WEAPON [1] || Item is a weapon
 +
|-
 +
| IT_AMMO [2] || Item is ammo
 +
|-
 +
| IT_ARMOR [4] || Item is armor
 +
|-
 +
| IT_POWERUP [8] || Item is a powerup
 +
|-
 +
| IT_HEALTH [64] || Item is health
 
|}
 
|}

Latest revision as of 00:13, 2 April 2020

Eternally incorrect and incomplete. Please refer to the warfork source whenever possible.

Utility Types

Vec3

Constructors

Constructor Description
Vec3() Initializes x,y,z to zero.
Vec3(float v) Initializes x,y,z to v.
Vec3(float x, float y, float z) Initializes x,y,z with the given values for each.
Vec3(Vec3) Copy constructor. Initializes x,y,z to the values on the supplied Vec3.

Properties

Property Description R/W
float x The x component of the vector. RW
float y The y component of the vector. RW
float z The z component of the vector. RW

Methods

Method Description
void set(float x, float y, float z) Sets the x,y,z components on the vector to the supplied values.
float length() Returns the magnitude of the vector.
float normalize() Normalizes the vector and returns the magnitude pre-normalization.
float distance(Vec3) Returns the distance between the tips of this vector and the supplied vector.
void angleVectors(Vec3 forward, Vec3 right, Vec3 up) Sets the provided vectors as rotations about the forward, right, and up axes (?)
Vec3 toAngles() Returns a vector representing the current vector as a rotation.
Vec3 perpendicular() Returns the vector perpendicular to this vector.
void makeNormalVectors(Vec3 right, Vec3 up) Returns the normal and binormal vector of the current vector (assumed to be the tangent/forward).

Operators

Operator Description
+ Vec3 Vector addition
- Vec3 Vector subtraction
* Vec3 Dot product
^ Vec3 Cross product
* int Scalar multiplication
* float Scalar multiplication

oh yeah and the assign versions work too

String

Array

Dictionary

Time

Game Types

Trace

Match

Gametype

Team

Constructors

Not constructable.

Properties

Property Description R/W
Stats stats Cumulative team stats RW
int numPlayers The number of players on the team (wow) R
int ping Average ping R
bool hasCoach Is any player on the team a coach R
String@ name The display name of the team RW
String@ defaultName The default name (SPECTATOR, PLAYERS, FORBIDDEN, ICY) R

Methods

Method Description
Entity@ ent(int n) Returns the entity of the n-th player on the team
bool isLocked() Returns the locked state of the team, which controls whether players can join
bool lock() Locks the team, preventing players from joining. Returns true if the team was previously unlocked
bool unlock() Unlocks the team, allowing players to join. Returns true if the team was previously locked
void clearInvites() ??????
int team() Returns the enum value of the team, see below

Enums

Team Enum
Enum Value Description
TEAM_SPECTATOR Spectators team
TEAM_PLAYERS Players team, used in non-team gametypes
TEAM_ALPHA Forbidden
TEAM_BETA Icy

Stats

Constructors

Not constructable.

Properties

Property Description R/W
int score The current score of this player/team R
int deaths The number of deaths, including deaths by suicide R
int frags The number of frags, including teamfrags R
int suicides The number of deaths by suicide R
int teamFrags The number of frags on teammates R
int awards The total number of awards recieved by this player/team R
int totalDamageGiven The total amount of damage given to others, including damage given to teammates R
int totalDamageRecieved The total amount of damage recieved from others, including damage recieved from teammates R
int totalTeamDamageGiven The total amount of damage given to teammates R
int totalTeamDamageRecieved The total amount of damage recieved from teammates R
int healthTaken The total amount of health recieved from pickups R
int armorTaken The total amount of armor recieved from pickups R
int numrounds The number of rounds played R
int ga_taken The number of green armor pickups R
int ya_taken The number of yellow armor pickups R
int ra_taken The number of red armor pickups R
int mh_taken The number of mega health pickups R
int uh_taken The number of ultra health pickups R
int quad_taken The number of quad damage pickups R
int shells_taken The number of warshell pickups R
int regens_taken The number of regen pickups R
int bombs_planted The number of bombs planted R
int bombs_defused The number of bombs defused R
int flags_capped The number of successful flag captures R
int fairplay_count The number of fair play awards R
bool had_playtime Did the player play during this round? R

Methods

Method Description
void setScore(int newscore) Sets the score on this Stats object to newscore
void addScore(int score) Adds to the current score
void addRound() Increments round counter
void clear() Resets all stats
int accuracyShots(int ammo) Returns the number of shots fired of a given ammo tag
int accuracyHits(int ammo) Returns the number of shots hit with a given ammo
int accuracyHitsDirect(int ammo) Returns the number of direct hits with a given ammo (no RL splash, etc.)
int accuracyHitsAir(int ammo) Returns the number of shots hit on aerial targets with a given ammo
int accuracyDamage(int ammo) Returns the amount of damage dealt with the given ammo

Bot

Constructors

Not constructable.

Properties

Parameter Description R/W
float reactionTime The reaction time associated with this bot's personality R
float offensiveness The offensiveness associated with this bot's personality R
float campiness The campiness associated with this bot's personality R
float firerate The firerate associated with this bot's personality R

Methods

Method Description
void clearGoalWeights() ??????
void resetGoalWeights() ??????
void setGoalWeight(int i, float weight) ??????
float getItemWeight(Item @item) Get the affinity the bot has for the given weapon

Client

Constructors

Not constructable.

Properties

Property Description R/W
Stats stats Stats object for this client RW
bool connecting Is this client connecting to the server? R
bool multiview ?????? R
bool tv Is viewing on tv R
int team Team number RW
int hand Client's hand in use R
bool isOperator Is client an oper R
int queueTimeStamp Timestamp (ms) of when the client joined challengers queue R
int muted & 1 = chat disabled, & 2 = vsay disabled R
float armor Client's armor amount RW
bool chaseActive Is Client spectating R
int chaseTarget Number of player entity that client is spectating RW
bool chaseTeamonly Is spectating locked to client's teammates RW
int chaseFollowMode 0 = freefly, 1 = ineyes (first person), 2 = thirdperson RW
bool coach Is client a coach (??) R
int ping Latency in ms R
int16 weapon Equipped weapon? R
int16 pendingWeapon Weapon to switch to after cooldown R
bool takeStun player is stunned, possibly unused RW
uint lastActivity Timestamp (ms) of last interaction R
uint uCmdTimeStamp Timestamp (ms) of last command received from client R
int playerNum Internal ID (entity number - 1) R
String@ name Client's display name R
String@ clanName Client's clan name R
uint pmoveFeatures Bitmask describing player move features, see below RW
float pmoveMaxSpeed Client's walking speed RW
float pmoveJumpSpeed Client's jumping speed RW
float pmoveDashSpeed Client's dash speed RW
uint pressedKeys Bitmask describing currently pressed keys, format ??? R
bool chaseActive ?????? RW

Methods

Method Description
bool isReady() Returns the ready state of this client, as in F4
bool isBot() Returns the human status of the client
Bot@ getBot() If this client is a bot, returns the corresponding Bot object
int state() Returns the client state, as a client state enum. See below
void respawn(bool ghost) Respawn this client, optionally as a ghost 👻👻👻
void clearPlayerStateEvents() ?????? todo wtf are player state events
String@ getMMLogin() Returns the value of cl_mm_login for this client
Entity@ getEnt() Returns the corresponding Entity object for this client
int inventoryCount(int tag) Returns the amount of the given item (addressed by tag, see Item) in this client's inventory
void inventorySetCount(int tag, int count) Sets the amount of the given item (addressed by tag) in this client's inventory
void inventoryGiveItem(int tag, int count) Adds the amount of the given item (addressed by tag) in this client's inventory
void inventoryGiveItem(int tag) Add default quantity of the given item (addressed by tag) to this client
void inventoryClear() Delete all items from the client's inventory
bool canSelectWeapon(int tag) Returns whether the given weapon (addressed by tag) may be switched to, as determined by ammo
void selectWeapon(int tag) Make the client switch to the given weapon (addressed by tag)
void addAward(String award) Adds the specified award and displays it
void addMetaAward(String award) Evil hacker awards, not displayed, only sent to matchmaker
void execGameCommand(String command) Sends the given server command to this client
void setHUDStat(int stat, int value) ;-;
int getHUDStat(int stat) ;-;
String@ getUserInfoKey(String) Returns the value associated with the given key in userinfo
void printMessage(String) Sends the user a chat message with the given text
void chaseCam(String@ name, bool teamOnly) Makes the client follow the teammate with the given name (or none at all to reset), and optionally locks spectating to teammates
void newRaceRun(int numSectors) ?????? racemod stuff is hard :p
void setRaceTime(int sector, uint time) ?????? racemod stuff is hard :p
void setHelpMessage(uint msg) sets the specified mapmsg to display?
void setQuickMenuItems(String) Set voice com quick commands

Enums

Client State

should be called connection state LOL

Enum Value Description
CS_FREE This connection can be reused/is inactive
CS_ZOMBIE The client associated with this connection recently disconnected, don't reuse yet
CS_CONNECTING This client is waiting for configstrings
CS_CONNECTED A client object has been created, but is not in game yet
CS_SPAWNED The client is in game

Cvar

Constructors

Constructor Description
Cvar(String name, String value, uint flags) Creates the cvar "name" if it does not exist, with the given value and flags. If the cvar exists, the value is unused, and the supplied flags are set if they are not already set on the cvar.
Cvar(Cvar) Copy constructor.

Properties

Property Description R/W
bool modified Set each time the cvar is changed RW
bool boolean The value of the cvar as a bool R
int integer The value of the cvar as an int R
float value The value of the cvar as a float R
String@ name The name of cvar R
String@ string The value of the cvar as a string R
String@ defaultString The default value of the cvar R
String@ latchedString If the cvar has CVAR_LATCH or a variant, the value after a map/video restart R

Methods

Method Description
void reset() Resets the value of the cvar to its default value.
void set(String &value) Sets the value of the cvar to the supplied string.
void set(float value) Sets the value of the cvar to the supplied float.
void set(int value) Sets the value of the cvar to the supplied integer. Note: cast to float internally
void set(double value) Sets the value of the cvar to the supplied double. Note: cast to float internally

Enums

Cvar flag
Enum Value Description
CVAR_ARCHIVE Saved to config
CVAR_USERINFO Added to userinfo when changed
CVAR_SERVERINFO Added to serverinfo when changed
CVAR_NOSET Only settable from command line
CVAR_LATCH Save changes until a map restart
CVAR_LATCH_VIDEO Save changes until a video restart
CVAR_LATCH_AUDIO Save changes until a sound restart
CVAR_CHEAT Reset to default unless cheats are enabled
CVAR_READONLY not user-changeable
[Not present in angelscript] CVAR_DEVELOPER only visible/changeable in dev builds

Entity

Constructors

Not constructable. New instances can be spawned, see@ G_SpawnEntity.

Properties

Property Description R/W
Client@ client The associated client (nullable) RW
Item@ item ?????? (for bonus items) RW
Entity@ groundEntity ?????? RW
Entity@ owner ?????? RW
Entity@ enemy ?????? RW
Entity@ activator ?????? RW
int type Entity type enum (see below) RW
int modelindex ?????? RW
int modelindex2 ?????? RW
int frame Frame of animation OR ET_SPRITE radius, ... RW
int ownerNum ?????? RW
int counterNum ?????? RW
int skinNum ?????? RW
int colorRGBA ?????? RW
int weapon ?????? RW
bool teleported ?????? RW
uint effects ?????? RW
int sound ?????? RW
int team ?????? RW
int light ?????? RW
bool inuse ?????? R
uint svflags ?????? RW
int solid ?????? RW
int clipMask ?????? RW
int spawnFlags ?????? RW
int style ?????? RW
int moveType ?????? RW
uint nextThink ?????? RW
float health ?????? RW
int maxHealth ?????? RW
int viewHeight ?????? RW
int takeDamage ?????? RW
int damage ?????? RW
int projectileMaxDamage ?????? RW
int projectileMinDamage ?????? RW
int projectileMaxKnockback ?????? RW
int projectileMinKnockback ?????? RW
float projectileSplashRadius ?????? RW
int count ?????? RW
float wait ?????? RW
float delay ?????? RW
float random ?????? RW
int waterLevel ?????? RW
float attenuation ?????? RW
int mass ?????? RW
uint timeStamp ?????? RW
entThink@ think Think callback RW
entTouch@ touch Touch callback RW
entUse@ use Use callback RW
entPain@ pain Pain callback RW
entDie@ die Die callback RW
entStop@ stop Stop callback RW
Vec3 velocity The velocity vector of the entity RW
Vec3 avelocity The angular velocity vector of the entity RW
Vec3 origin Position vector RW
Vec3 origin2 Position vector (but different than origin) RW
Vec3 angles The direction the entity is facing RW
Vec3 movedir Movement vector (separate from current velocity) RW
int entNum ?????? R
int playerNum ?????? R
String@ model ?????? R
String@ model2 ?????? R
String@ classname Name of the entity RW
String@ targetname ?????? RW
String@ target ?????? RW
String@ map ?????? RW
int particlesSpeed ?????? only used on ET_PARTICLES entities RW
int particlesShaderIndex ?????? only used on ET_PARTICLES entities RW
int particlesSpread ?????? only used on ET_PARTICLES entities RW
int particlesSize ?????? only used on ET_PARTICLES entities RW
int particlesTime ?????? only used on ET_PARTICLES entities RW
int particlesFrequency ?????? only used on ET_PARTICLES entities RW
bool particlesSpherical ?????? only used on ET_PARTICLES entities RW
bool particlesBounce ?????? only used on ET_PARTICLES entities RW
bool particlesGravity ?????? only used on ET_PARTICLES entities RW
bool particlesExpandEffect ?????? only used on ET_PARTICLES entities RW
bool particlesShrinkEffect ?????? only used on ET_PARTICLES entities RW

Methods

Enums

Entity Type
Enum Value Description
ET_GENERIC Generic entity?
ET_PLAYER Player entity
ET_CORPSE Corpse entity
ET_BEAM Map beams
ET_PORTALSURFACE Portal surface, used for misc_portal_surface
ET_PUSH_TRIGGER Push trigger entity, another weird map thing
ET_GIB Gib entity that leaves a trail
ET_BLASTER Gunblade projectile?
ET_ELECTRO_WEAK EB projectile
ET_ROCKET Rocket projectile
ET_GRENADE Grenade projectile
ET_PLASMA Plasma gun projectile
ET_SPRITE 2d Sprite entity
ET_ITEM Item entity, like those created by SpawnItem
ET_LASERBEAM Lasergun projectile?
ET_CURVELASERBEAM Weak laser beam, unused
ET_FLAG_BASE ??? used for the flag base in CTF
ET_MINIMAP_ICON HUD Minimap
ET_DECAL Decal sprites
ET_ITEM_TIMER ??? (for specs only)
ET_PARTICLES misc_particles
ET_SPAWN_INDICATOR Shows spawn locations
ET_VIDEO_SPEAKER misc_video_speaker
ET_RADAR ET_SPRITE minus the depth test
ET_EVENT [96] Used for effects, last 1 frame
ET_SOUNDEVENT [97] Used for effects, last 1 frame

Callbacks

Callback signature Description
void entThink(Entity@ ent) Think function. Called every frame(?)
void entTouch(Entity@ ent, Entity@ other, Vec3 planeNormal, int surfFlags) Called when the entity touches another entity. planeNormal, surfFlags ???
void entUse(Entity@ ent, Entity@ other, Entity@ activator) ??????
void entPain(Entity@ ent, Entity@ other, float kick, float damage) Called when the entity is damaged by another entity. kick ?????
void entDie(Entity@ ent, Entity@ inflicter, Entity@ attacker) Called on entity death. inflictor, attacker ??????
void entStop(Entity@ ent) ??????

Item

Weapons & weapon, ammo, armor, health, powerup pickups

Constructors

Not constructable.

Properties

Property Description R/W
int tag More specific type, see enums R
uint type Category, see relevant enum R
int flags Item flags, see relevant enum R
int quantity Pickup amount R
int inventoryMax Max amount that can be carried R
int ammoTag Ammo type, see relevant enum R
int weakAmmoTag Ammo type R
String@ classname Linked to map entity name? R
String@ name Printed on pickup R
String@ shortName Name used for printing in messages R
String@ model worldmodel R
String@ model2 worldmodel R
String@ icon Icon displayed in HUD? R
String@ simpleIcon Image used in simpleitems mode R
String@ pickupSound Sound played on pickup R
String@ colorToken Color used for printing in messages R

Methods

Method Description
bool isPickable() Returns the state of the pickable flag
bool isUsable() Returns the state of the usable flag
bool isDropable() Returns the state of the dropable flag

Enums

Weapon Tag
Name Description
WEAP_NONE No weapon
WEAP_GUNBLADE The gunblade
WEAP_MACHINEGUN The machinegun
WEAP_RIOTGUN The riotgun
WEAP_GRENADELAUNCHER The grenade launcher
WEAP_ROCKETLAUNCHER The rocket launcher
WEAP_PLASMAGUN The plasmagun
WEAP_LASERGUN The lasergun
WEAP_ELECTROBOLT The electrobolt
WEAP_INSTAGUN The instagun
Ammo Tag
Name Description
AMMO_NONE No ammo
AMMO_GUNBLADE [WEAP_TOTAL] Gunblade ammo
AMMO_BULLETS Machinegun ammo
AMMO_SHELLS Riotgun ammo
AMMO_GRENADES Grenade Launcher ammo
AMMO_ROCKETS Rocket Launcher ammo
AMMO_PLASMA Plasmagun ammo
AMMO_LASER Lasergun ammo
AMMO_BOLTS Electrobolt ammo
AMMO_INSTAS Instagun ammo
AMMO_WEAK_GUNBLADE Unused in Warfork.
AMMO_WEAK_BULLETS Unused in Warfork.
AMMO_WEAK_SHELLS Unused in Warfork.
AMMO_WEAK_GRENADES Unused in Warfork.
AMMO_WEAK_ROCKETS Unused in Warfork.
AMMO_WEAK_PLASMA Unused in Warfork.
AMMO_WEAK_LASER Unused in Warfork.
AMMO_WEAK_BOLTS Unused in Warfork.
AMMO_WEAK_INSTAS Unused in Warfork.
Armor Tag
Name Description
ARMOR_NONE [0] No armor
ARMOR_GA [AMMO_TOTAL] Green armor, +50 up to 100
ARMOR_YA Yellow armor, +75 up to 125
ARMOR_RA Red armor, +100 up to 150
ARMOR_SHARD Armor shard, +5 up to 200
Health Tag
Name Description
HEALTH_NONE [0] No health
HEALTH_SMALL [ARMOR_TOTAL] Green health, 5HP pickup
HEALTH_MEDIUM Yellow health, 25HP pickup
HEALTH_LARGE Orange health, 50HP pickup
HEALTH_MEGA Purple health, 100HP pickup, overheal
HEALTH_ULTRA Blue health, 100HP pickup, overheal
Powerup Tag
Name Description
POWERUP_NONE [0] No powerup
POWERUP_QUAD [HEALTH_TOTAL] Quad damage powerup
POWERUP_SHELL Warshell powerup
POWERUP_REGEN Regen powerup
Otheritems Tag

starts at POWERUP_TOTAL

Name Description
AMMO_PACK_WEAK unused?
AMMO_PACK_STRONG unused?
AMMO_PACK Item is an ammo pack
Item flags

This type is not accessible in AngelScript, but the field it describes is. Compare using the enum ordinals provided below, or the Item methods. Bitmaskable

Name Description
ITFLAG_PICKABLE [1] Can be picked up
ITFLAG_USABLE [2] Can be used
ITFLAG_DROPABLE [4] Can be dropped
ITFLAG_STAY_COOP [8] Unused
Item type

Bitmaskable

Name Description
IT_WEAPON [1] Item is a weapon
IT_AMMO [2] Item is ammo
IT_ARMOR [4] Item is armor
IT_POWERUP [8] Item is a powerup
IT_HEALTH [64] Item is health